Here's the third and hopefully last hot-patch for the Anniversary Update.
While it's labelled as a hot-patch, a lot of work has been put into the settlers' ability to detect what they can access and what they can't (and by extension what jobs they should take). They should no longer "bug out" if you have blocked the path to their bed or other important places.
Note that this is an extensive internal change and large parts of the previous detection mechanism have been rewritten from scratch. While I've been spending most of the week testing it, it's possible that very few edge cases slipped under the radar. If any, I'll be happy to fix them as they crop up.
Beside that, depression no longer flat out prevents people from working, they'll just be much less efficient instead. That should help new players having less of a terrible time on their first few tries. In the same spirit, doctors will generally heal people fully and passive regen while sleeping is more reliable (read better).
And of course, properly reported bugs have all been fixed :)
Expect a devlog this weekend. It will address the next proper update's content.
Changelog
AI: Settlers are much better at understanding what they can access and what they can't
AI: If possible, doctors will try to heal people to full HP before letting them go (instead of 75%)
Balance: Depression no longer flat out prevents people from working, they'll be much less efficient instead
Balance: Slightly improved healing rate while sleeping (settlers still won't naturally heal if they are wounded or have a sickness like the flu)
Balance: Capped max mood penalty for lack of beds to -25%
Content: The animal traders now sell appropriate seeds and wheat to go with the animals
Engine: Adding/removing walls or otherwise (un)blocking parts of the map has a much smaller impact on performances, especially on larger maps
Fixed: The effect of traits on settlers' needs wouldn't scale with game speed
Fixed: Cattle was responding to calls for help (swarming bandits with pigs is no longer a viable tactic, we'll get to proper guard animals later)
Fixed: Recent regression bug causing dead people to come back to life, brain dead.
Fixed: Ambush critters (those in buildings) wouldn't run their idle animation cycle after loading a savegame (only really visible if fog of war is disabled)
Fixed: In combat mode, clicking on the button to switch between below and above-ground would deselect your settlers
Fixed: Traders have less items than they should
Fixed: Several very minor issues
Hot-patch 0.6.5.2: Darn Weather
Here's our second patch for the large 0.6.5 update.
It's making acid rains a bit less frequent, they also appear later (12th day instead of 8th). This leaves more time to stock up on food and get things rolling before farms become less reliable.
I also added much needed feedback (in the bottom right log) to combats. You'll get informed when someone score a critical hit, a survivor is near death, when an enemy dies, and so on.
Finally i fixed a few minor bugs and 2 very situational crashes.
Expect a few more small patches before I start working on the next proper update. We'll get to what will happen in the next devlog :)
Balance: Acid rains appear later (12 days grace period instead of 8) and will be slightly less frequent
Balance: Increased carry capacity of stone (250->300) and metal storage (500->750)
Engine: Underground "critter invasions" are much less likely to spawn in very small boxed in zones.
Graphics: Slightly better Flamethrower "bullets"
UI: Holding shift while mouse scrolling over the 'quantity' field in recipe and trade menus will increase/decrease the value by 5 increments (instead of 1)
UI: Updated descriptions of a few items
UI: More feedback during fights (critical hits, enemy deaths, survivors getting near death... shown in log)
Fixed: Switching to the world map while the Job Priority panel is open would cause a crash
Fixed: A very rare case where a container's inventory would go into the negative, causing havok with the rest of the AI
Fixed: The game will no longer crash on Windows KN and N limited editions, it will run without sound and a menu will show up explaining how to fix it.
Fixed: Bullet damage would occasionally be applied twice
Ask Us Anything!
Hi!
My apologies for the short notice, but if you want to ask someone who's crazy enough to make a game in the same category as RimWorld anything, well, I'd be happy to answer your questions on reddit :)
It doesn't have to be on the game itself, questions about steam and development in general are welcome too!
In any case it will happen on r/Steam at 1PM PT (pacific time), which is around 4PM US Eastern, 9PM in the UK, and 10PM in western Europe - click here to view the time we will be live in your local timezone.
This post will be updated with the proper URL when it becomes available. It will be on the r/Steam subreddit.
Here's the first small patch for our massive 0.6.5 anniversary update. It's fixing a couple minor bugs and adding some requested features. More similar patches will be released in the coming days.
Also, it's replacing our extremely ugly giant spiders by those new adorable ones (I was planning to include them in the update itself, but that would have delayed it too much).
This patch (and all future hot-patches for 0.6.5) is fully compatible with existing save-games.
Enjoy :)
Changelog
AI: Settlers should be slightly faster at resuming work after loading a savegame.
Balance: Slightly reduced experience gain from building & razing (it was reaching 1000 way too quickly)
Content: Farming skill determines plants' starting health (planting seeds will increases the skill)
Graphics: Replaced the 2 giant spiders models by ones more in tune with the rest of the graphics
Graphics: Tweaked giant crab carapace to be more in tune with the rest of the graphics
Sound: Slightly reduced volume of button clicks
UI: It is now possible to change the amount in the recipe and trade menus using the mouse wheel (hover the cursor over the number, and scroll the wheel to change value)
UI: Similarly, you can switch between "total units" and "until X units" using the same method
Fixed: Skill tooltip was mixing up some of the raw information (experience vs innate)
Fixed: Blood pools couldn't be selected and removed the same way as other items (disassemble button)
Fixed: It was possible to crash the game by erasing the value in a recipe menu and pressing the add button
Fixed: Possible crash if the "select next military unit" key is pressed under some situations
Fixed: The "Room Info" menu wouldn't update in real time
Version 0.6.5: Year One Anniversary
Version 0.6.5 : Year One Anniversary
To mark After The Collapse's first anniversary, I am very happy to release the largest update for the game to date. With close to 90 changes, improvements and bug-fixes, there's a lot to go over. As usual, I will keep this post focused on the major things and you can refer to the full change-log is at the very end for a more complete overview.
Important: This update breaks compatibility with save-games from previous versions. As usual, you can go in the game's properties in Steam to restore the previous version (in the Beta tab).
World Map and Expeditions
This is the core new gameplay feature in this update. The map and expeditions have been tied together and improved. You can refer to this article for the nitty-gritty details, but the major points are the following:
The associated user interface has also been tweaked to accommodate the changes. You select the destination on the world map, which will also show travel information whenever relevant. Also, I added health and carry capacity information to your group. And, while at it, I fixed some minor rendering issues on the world map itself.
Diplomacy Improvements
The diplomatic screen introduced in the previous version was bare-bone, to say the least. I took some time to flesh out both the menu and the factions themselves. Each faction got its own leader selected from a pool, and their own history they'll generally be happy to tell you about.
A new faction has been added too, the Mutants. They are green, big and mean. Right now they behave like other standard factions, except that their "citizen" are green and fans of pipe weapons. You'll meet them during the random raids (don't worry, defending yourself won't impact the opinion of the faction as a whole). And, yes, more will be done with the factions in the future, there's a reason why they aren't procedurally generated.
User Interface
Again, it would take too long to list every little change here. Still, there's a few nice features which deserve to be listed on their own:
As usual, the general goal is to show more useful information in less clicks. There's still more to do here, of course, but it's getting there. Hopefully, next stop will be to merge the combat & normal UI (with the ability to toggle that state for some survivors while keeping the rest of the UI unchanged), and multi selection for construction jobs.
Balance & Content
Pipe weapons are now a viable alternative to modern weapons. I added 2 new techs to unlock 4 new pipe weapons (smg, rifle, flamethrower, rocket launcher). As usual, they are slightly worse than their modern counter-parts, but they are much easier to produce and maintain. To make this change more effective, bandits will often use pipe-weapons themselves. Hopefully, it will make it more difficult for you to acquire mid and high tier modern weapons.
Fuel is now an item category containing our good old "charcoal" and the new and relatively rare "gasoline" resource. Gasoline is mostly used in the construction of flamer-thrower ammunition and can serve as fuel for a new Power Generator building. While i'm talking about new items, with the proper tech, you can now build metal fences, and flame-throwing turrets.
Plants & Weather Patterns
Weather can influence a lot more things than it could previously. It can change the ambient light, affect plants' health, tweak the temperature, give traits to your survivors and so on. As such the "heat wave" is no longer a special event, but a somewhat rare weather pattern with roughly the same effects as the event itself.
Another new weather type is the "Acid Rain". It will render anyone on the surface sick and will gradually damage the health of your plants. Of course, it's a rare pattern that won't trigger in the early game. To complete this feature, a plant's health now influences how much you'll be able to gather. It also means that "hostile" weather patterns will no longer "take the spot" of other potential events when it's time for one to fire. It's now perfectly possible to be raided or for a trader to visit during a heat-wave.
Graphics
As you may have noticed by looking at the screenshot, graphics got an improvement pass too: survivors leave footprints on non constructed ground (grass and such) now. They will also be shown holding items whenever they are moving them around. And, granted you've placed small tables in front of your chairs in the dining room, they'll be placing whatever they are consuming on said table. "Hit" animations are also being played over some of the objects being "razed" (trees and big rocks).
Most of those graphical changes can be toggled on/off in the settings.
Music & Sound
It's not a secret that After The Collapse's sounds are lagging behind the rest of the development. While this update isn't going to fix everything, it's definitely a big step in the right direction. I've added 6 new music tracks for variety sake. More importantly, the soundscape (ambient sounds) got a bunch of new background tracks and effects. And yes, it means that the game will no longer be playing that "crow"track nearly as often.
There's also about 40 new sound effects, dispatched between different buildings and activities. The general goal was to make things less repetitive. As such, there's now 3 different effects for eating and drinking. New effects have been added to the basic kitchens, crafting stations, water purifiers, tinkering stations and electric kitchens. Same goes for most common actions, there are new sounds being played when removing trees, rocks and bushes. In the military area, single shot rifles and melee weapons got their own specific sound effects. Same thing for most of the of the fauna (spiders, lizards, mantis, crabs).
There's plenty more planned in that area, but that will have to wait for a more dedicated update.
A Few Words
This is, by far, my largest update to date. With it, After the Collapse is really taking shape. I took extra time to get rid of most, if not all, of the bugs, big and small, I am aware of. I've also played the game in multiple settings for several hours using this version. Yet, with such a change-log, it's pretty much impossible to be certain that every potential problem has been caught. So, do not hesitate to report any (new or old) issue arising in 0.6.5, I'll patch them out as quickly as possible.
Expect another article in a week or two, giving out details about the next updates :)
Full Changelog
Year One Anniversary News
Year One Anniversary Update
In a couple weeks, After The Collapse will have been in Early Access for one year. To mark this milestone, I will be releasing the largest update to date, featuring many near features and noteworthy graphical and UI improvements on the 14th of October.
Here's a short summary for this update:
Much deeper expedition mechanics, interacting with the world around your base
Whole new tech branch for pipe weapons (smg, rocket launchers, flamers..)
Whole new tech branch for expedition efficiency
Refreshed user interface, replacing most of the older menus with better looking ones
New "hostile" weather patterns with a visible impact on your survivors and farms
Graphical improvements, with people visibly holding items, leaving footprints and so on
Lots and lots of new sound effects and ambient sounds (crows begone!)
It's in no way drawing the complete picture. The changelog is already 60+ items long, and should be much larger by the time I release the update publicly. It's just to give you a taste for what's planned :)
Discount and Future Pricing
I do believe in full transparency when it comes to such things, so the game will be on a 15% discount when this update gets released and will get another 15% discount during the Halloween sale. Our base price will then be increased from $9.99 to $10.99 at the end of the month.
The base price will further increase as we get closer to 1.0 (as stated on the store page) and you will be warned in a similar fashion. Note that this game won't be discounted at a lower price than it was until now, at least not until several months after the full 1.0 release. The percentage itself might increase, but the raw price won't get any lower so the early adopters don't get penalized.
Schedule
I will be working on the double until release. Expect a much faster update cycle in the coming months. The stated goal is to get to a full 1.0 release somewhere during Q1 2020.
Before you freak out: I know it's kind of the "thing" for base builders to stay in E.A. forever, which is precisely why I want to avoid this sad state of affair. An official 1.0 release doesn't mean that I'll be done with the game, on the contrary. It just means that I consider it in a good enough shape to be properly released on Steam. As with my previous game, many more updates will be released after that.
Summer Progress Update
It's time for a new devlog (and testing the new features in steam while at it).
I will mostly be discussing After The Collapse’s development. And this time, I will be resurrecting a kind of devlog I used a lot with Unending Galaxy, the deep dive into a specific (soon to be released) feature. In this particular case, we'll look at the expedition system. As usual with this kind of post, everything below is subject to changes during implementation. Still, the core principles should stay consistent.
Until now, expeditions were basically running in their own little parallel universe. You'd pick a destination from a list and your selected group would pretend to travel to that imaginary destination. All those places were incidentally at roughly the same distance from you, and would never run out of resources. While, sure, it worked as a placeholder, it's no longer enough now that we have a proper world map to interact with. Let's see what we can do.
Map Integration
So, the first step is to integrate those destinations into the world map, which I'm already doing. The 0.6.0 version had a few "military bases" icons laying around, more are being added to match the old list. Some, more generic, destinations (suburbs, city center, forests) can already be generated from the city map, based on the location (no road, heavy forestry leading to a Forest destination type).
Of course, just sprinkling the map with such locations wouldn't be very interesting if we stopped there. But now, we have a way to attach more information to each destination. Firstly the position, meaning that each location is at a different distance from your base, modifying travel time accordingly. As such, placing your initial base takes a much more important strategic role. Will you place it in a dangerous location but close by to juicy resource centers, or in a remote, safe(ish) location, but making expeditions more difficult?
Additionally, given that the map will provide several instances of the same destination type, we can make them run out of resources after multiple runs, depending on the decay value of the cell they are in. Lastly, travel events can be influenced by the type of terrain your group will have to go through.
Logic and UI Changes
Of course, for all that to work correctly, I'm also changing how the expeditions will proceed.
Traveling to the destination is mostly unchanged technically. Still, the travel length will be proportional to the distance between your base and the target. The random events happening during your travels will change a bit: their likelihood of being "bad" and their difficulty will generally be determined by the current map location of the traveling group. I'll also be adding a new setting, something like a "reckless/standard/cautious" selector which will influence your travel speed and the events further.
When it comes to the exploration part, things will change a bit more. You will be asked to select how long you'll be staying there. You will be able to loot nearby locations for longer as a result, which wasn't possible with the old system. To balance this out, bad events will also happen during that phase. The intensity and probability will heavily depend on the location type and position. The general idea is to have events specific to each location in the long run. We'll probably start with generic ones first, and expand upon it during the rest of the development.
Traveling back to your base won't change much, travel time will be halved and without events as your group will already know which road to take. At least that's the in-game explanation for it. In reality, it would be extremely bad form in terms of game design to wipe out your group when going back home with backpacks full of food and fancy weapons.
Tech Tree
All those changes are begging for an associated tech tree. Until now we only had a group size increase and the radio tech to send a recall order. I'll be adding a couple more things. A pathfinder tech,with multiple levels that will increase your group's travel speed seems like a good first candidate. Additionally, a mapping tech (again with multiple levels) will increase the max distance you can reach on the city map. In a similar vein, the group size increase tech will probably get a new level as well.
Expedition Types
I went over this in previous devlogs, but it's a good place to reiterate and go into further details.
Right now we can only send completely automated scavenging runs. And until the above changes have been published and tested, we'll stick to that. However, later during this 0.6 branch, we'll be introducing two new types of expeditions which will have the option (at least once I've made the associated map generators) for you to manually handle your group during the encounter if you wish to.
1) The "claim location" run. You'll be sending a group to a specific resource producing location, like a mine or a factory. Your group will have to clear the map from hostiles. Assuming they win, the location will switch to your ownership. That done, you'll be asked to send some settlers (permanently) to maintain the location. Doing so will net you a regular daily resource income coming from that place. There's a lot more to that claiming business, but that will be subject of another article.
2) The "raid location" run. This is for much later, so it's only here for completion sake. To summarize, you'll be able to attack other hostile (or soon to be, at least) factions' bases and resource centers. It will work similarly to the above option, except that you're there to trash the place. Assuming your group wins, you will come back with a lot of loot, and might remove their claim on that location. Later down the line, it will also be used to clean up mutant nests and other late game threats.
Notes and Other Ideas
Obviously, I am also updating the map screen and related menus to make all that a bit easier to manage and nicer to look at. You'll be able to see your expeditions traveling on the map.
Now there's a few more things I'd like to implement, but their ratio of "do want" to "code to write" isn't the greatest. The ability to run multiple expeditions at the same time is the most obvious one, but that would require to edit a lot of things both internally and in the user interface. Another, more realistic, idea would be the ability to build/repair/fuel a vehicle which would in turn improve your group's safety / travel speed and carry capacity for the run. I have the graphical assets for that, but I'll still have to decide how the whole "car building" part would work. Another change I'm playing with is to add food ration requirements for far away expeditions.
Conclusions
That's about all for the expeditions. Large parts (at least for the scavenging side of things) have been written already and should be made public in a couple weeks. Of course expeditions are not my sole focus for this 0.6 branch. Other factions will get busy too, doing the same as you (well mostly). The event system will also get updated. There's a lot of fun things in store :)
Before we go, a quick note. As you might know already, After The Collapse got validated for access to Steam Cards. I was technically supposed to have released those by now, but that will have to wait for a little bit. I don't want to make half-assed cards and icons, and there's a lot (and i mean a hell lot) of images to provide to feed their system. It's going to happen soon-ish, no worries, but actual development takes precedence over this.
Version 0.6.1 : Summer Update
After The Collapse 0.6.1: Summer Update
This update is adding a few new important features to the base building game. Namely private property, room quality, and the break room.
It is also improving the user interface and menus while fixing a bunch of minor bugs that have been present for a while but which for I couldn’t find the time to properly fix until now.
Simply put, 0.6.1 should feel more professional than the previous releases and leave a much better first impression to new users.
Version 0.6.0 - A Bigger World Out There (hot-patch 1)
After The Collapse 0.6.0: A Bigger World Out There
Here is our new major release focusing on the overworld and diplomacy. As with other major updates, it introduces new base mechanics and systems we’ll be building upon during the rest of this development cycle.
It's a recommended read. It explains many of the new features and lays out our plans for the 0.6.x branch.
Savegame Compatibilty
This version is not compatible with save-games from previous versions of the game. If you want to finish your current game, you can roll back to 0.5.9 going in the game's "properties" menu (right click the game in steam), beta tab.
Changelog
+ AI: Characters are more responsive when attacked + AI: Characters no longer need to reload their weapon on spawn/activation + AI: Raiders are much better at finding an entrance into the player's base + Balance: Unspent points are converted into money at the start of the game (points left x2) + Balance: Added "slow paced" difficulty level (events are 50% less frequent) + Balance: Destroying a trade caravan will damage your reputation with the owner massively + Balance: Water collector hauling jobs have a higher priority + Balance: Added one-time high-chance early game recruitment event (to speed up growth a bit) + Content: Proper "New Game" menu allowing to select a location from the overworld + Content: Option to spawn a bunker underground filled with angry people and loot + Content: Added 4 standard factions + Content: Can bribe or anger other factions through faction menu (require Radio tech) + Content: Option to ask non hostile factions to send trading caravans your way (require Radio tech) + Content: Option to ask bandits not to raid you in exchange for a bribe + Content: Added faction specific raid event (only trigger when a standard faction is hostile) + Engine: Ability to spawn buildings with specific mobs + Engine: Changes to pathfinder to make raiders more fail-proof + Graphics: Slightly improved some particle effects (fire, smoke, bullet trail) + Graphics: New assets for the characters' faces in the tutorial + Graphics: Added graphical setting to toggle blood splatters on/off + Graphics: Added graphical setting for brighter nights + ProcGen: World map / city generator + ProcGen: Custom map generator for suburbs can generate L shaped maps + ProcGen: Maps without roads and outside of the city may feature mountains (full game only, alpha feature) + ProcGen: Military Base generation, made playable area (warning, *extremely* hostile map) + UI: The UI no longer exits placement mode after setting up a wall or an area to raze/cancel/repair (it acts the same as with furniture, right click to exit) + UI: The game remembers the last tab used in the building menu + UI: Added button to access world map + UI: Added tips about electricity when starting underground + UI: Faction menu overhaul + UI: Keyboard shortcut to toggle between combat and standard UI (default F5) + UI: The default rotation behavior when placing furniture is to rotate by 45°, holding [shift] will rotate by 1° now + UI: Added money information to the overlay in top left + UI: Outdated savegames can be selected ingame for deletion + UI: Added some tooltips to the start menu (one for each game type: tutorial, new game, custom map) + Fixed: "% Full" overlay was shown over foreign trading jeeps + Fixed: Speed Up / Down shortcuts not always properly working in Combat mode + Fixed: It was possible to move the camera when the game is hard paused (menu) causing rendering glitches + Fixed: A case in which manipulating the start and settings menus in a specific way would cause problems + Fixed: Regression bug in 0.5.9 causing menu tooltips to go missing after switching in/out of combat mode + Fixed: Another case where the settlers would keep going to (0,0) + Fixed: Map generator unable to generate maps with L-shaped or dead-end roads + Fixed: Some issues with the underground bunker generation could lead to a broken electrical grid, making survival very difficult. + Fixed: Bug that would prevent people coming back from an expedition from being fully recognized until the game is saved and reloaded + Fixed: Minor issues with the underground bunker + Fixed: Tweaked tutorial part about equipping armors + Fixed: Tutorial data not properly reset when launching it multiple times in a row + Fixed: Raiders unable to go underground + Fixed: Destroyed doors would still act as working doors until the debris disappear + Fixed: Raiders blocked by non-player doors + Fixed: You could open menus on destroyed stations/doors + Fixed: Some minor pathing problems + Fixed: Obsolete "bunker" underground generator was still available despite the new method
Hot Patch 1
+ UI: No longer need to restart the game to change language + Fixed: Multiple issues with the electrical grid preventing the electricity from reaching its destination + Fixed: The electrical grid was not understanding the difference between underground and above ground causing issues on multi level bases. + Fixed: The electrical grid was only considering the generator's range when handling connections with relays (it now check both and use whichever has the most range) + Fixed: Missing "need to restart the game" after changing some critical settings (anti aliasing, command console, ..) + Fixed: Some untranslated sentences in "city generator" screen (french) + Fixed: Possible crash when multithreading is NOT enabled
After The Collapse 0.6 Experimental
An experimental version of ATC 0.6 is available in the nightly branch. As the name implies, this version hasn't been thoroughly tested, may contain game breaking bugs, and a few of the new features are still quite bare-bone (the diplomatic menu for instance).
Also note that 0.5x savegames are NOT compatible with 0.6.
Changelog
A full overview will be written when the version is officially released. Depending on feedback, and reports, it will take between 1 and 2 weeks.
+ Balance: Unspent points are converted into money at the start of the game (points left x2) + Balance: Added "slow paced" difficulty level (events are 50% less frequent) + Balance: Destroying a trade caravan will damage your reputation with the owner massively + Balance: Water collector hauling jobs have a higher priority + Balance: Added one-time high-chance early game recruitment event (to speed up growth a bit) + Content: Proper "New Game" menu allowing to select a location from the overworld + Content: Option to spawn a bunker underground filled with angry people and loot + Content: Added 4 standard factions + Content: Can bribe or anger other factions through faction menu (require Radio tech) + Content: Option to ask non hostile factions to send trading caravans your way (require Radio tech) + Content: Option to ask bandits not to raid you in exchange for a bribe + Content: Added faction specific raid event (only trigger when a standard faction is hostile) + Engine: Ability to spawn buildings with specific mobs + Engine: World map generator + Graphics: Slightly improved some particle effects (fire, smoke, bullet trail) + Graphics: New assets for the characters' faces in the tutorial + Graphics: Added graphical setting to toggle blood splatters on/off + Graphics: Added graphical setting for brighter nights + ProcGen: Custom map generator for suburbs can generate L shaped maps + ProcGen: Maps without roads and outside of the city may feature mountains (full game only, alpha feature) + UI: The UI no longer exits placement mode after setting up a wall or an area to raze/cancel/repair (it acts the same as with furniture, right click to exit) + UI: The game remembers the last tab used in the building menu + UI: Added button to access world map + UI: Added tips about electricity when starting underground + UI: Faction menu overhaul + UI: Keyboard shortcut to toggle between combat and standard UI (default F5) + UI: The default rotation behavior when placing furniture is to rotate by 45°, holding [shift] will rotate by 1° now + UI: Added money information to the overlay in top left + UI: Outdated savegames can be selected ingame for deletion + Fixed: "% Full" overlay was shown over foreign trading jeeps + Fixed: Speed Up / Down shortcuts not always properly working in Combat mode + Fixed: It was possible to move the camera when the game is hard paused (menu) causing rendering glitches + Fixed: A case in which manipulating the start and settings menus in a specific way would cause problems + Fixed: Regression bug in 0.5.9 causing menu tooltips to go missing after switching in/out of combat mode + Fixed: Another case where the settlers would keep going to (0,0) + Fixed: Map generator unable to generate maps with L-shaped or dead-end roads + Fixed: Some issues with the underground bunker generation could lead to a broken electrical grid, making survival very difficult. + Fixed: Bug that would prevent people coming back from an expedition from being fully recognized until the game is saved and reloaded + Fixed: Minor issues with the underground bunker + Fixed: Tweaked tutorial part about equipping armors + Fixed: Tutorial data not properly reset when launching it multiple times in a row